hi
i am having a problem painting a sword in mudbox in hig ressolution

the UVS are Ok, I verified those on maya

the thing is that if i paint in a subdivided retopologized mesh on the edges, the painting is becoming stretching, i know that the subdivided mesh will subdivide the UVs and that is causing stretching, I tried all the options in the subdivide mesh but no luck

so should I paint in low res retopo mesh with guide of a displacemen or normal map
it is the way to do it?

well fisrt let me explain my workflow a little bit so we can a kind of the same understanding

i am doing texturing assets between mudbox, DDO, photoshop and MAYA

I realize that if I wanted a 3d assets, let say a blade sword,once we finish to do the base mesh
in maya and sculpted in mudbox for scratched details and so on......

and if you plan to make a 3d game assets from that high poly and painting safely without stretching textures, you need a RETOPO mesh, thats basic, but if I intend to get a displacement map (vector or normal displacement) I need a RETOPO mesh made of SQUARES polys and mainly evenly spaced,
so with that, the route I follow for this is to bake in MUDBOX with EXR, because MUDBOX give much better results that the bake option inside of MAYA
the rest ofthe MAPS, COLOR, AO, NORMAL TANGENT, NORMAL SPACE MAYA do an excelent job, better that MYDBOX in my Opinion

if you plan to make a 3d game assets from that high poly and it is not necessary to have a displacement map (vector or normal displacement), that means you only need baking a normal map, color map, AO, the RETOPO MESH even can have triangles or non square POLYS
that means that the geometry can be more efficent more LOW POLY
and the baking for this can be done in MAYA with great results

hope that sound clear, maybe it is very basic comments but it is what I have found after 4 hours of testing

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